#define DPERCENT_DAMAGE(x) (100.0 * (x) / ((x) + 100.0))
#define DMINE_HITCHANCE(x) ((x) / ((x) + 20.0))
#define DMINE_LHITCHANCE(x) ((x) / ((x) + 35.0))
-#define MINE_DAMAGE() (22 + roll0(21))
-#define MINE_LDAMAGE() (11 + roll0(20))
+#define MINE_DAMAGE() (21 + roll(21))
+#define MINE_LDAMAGE() (10 + roll(20))
#define DTORP_HITCHANCE(range, vis) \
(0.9 / ((range)+1) + (((vis) < 6) ? (5-(vis)) * 0.03 : 0.0))
#define TORP_DAMAGE() (torpedo_damage + roll0(torpedo_damage) + \
* since a single dead guy normally wouldn't cause a commander to
* rethink his strategies, but 50 dead guys might.
*/
- odds += (roll0(11) - 5) / 100.0;
+ odds += (roll(11) - 6) / 100.0;
if (odds < 0.0)
odds = 0.1;
if (odds > 1.0)
odds = 1.0;
- recalctime = 8 + roll0(43);
+ recalctime = 7 + roll(43);
while (!success && ototal) {
if (chance(odds)) {
pr("!");
if (((a_cas + d_cas) % 70) == 69)
pr("\n");
if (recalctime-- <= 0) {
- recalctime = 8 + roll0(43);
+ recalctime = 7 + roll(43);
odds = att_calcodds(ototal, dtotal);
- odds += (roll0(11) - 5) / 100.0;
+ odds += (roll(11) - 6) / 100.0;
if (odds < 0.0)
odds = 0.1;
if (odds > 1.0)
double d;
double g = MIN(guns, 7);
- d = (roll0(30) + 20.0) * (g / 7.0);
+ d = (roll(30) + 19.0) * (g / 7.0);
d *= effic / 100.0;
return d;
}
d = 0.0;
while (guns--)
- d += 10.0 + roll0(6);
+ d += 9.0 + roll(6);
d *= effic * 0.01;
return d;
}
d = 0.0;
while (guns--)
- d += 5.0 + roll0(6);
+ d += 4.0 + roll(6);
d *= effic * 0.01;
return d;
}
if (!(chance(LND_SPY_DETECT_CHANCE(lp->lnd_effic))))
continue;
}
- n = lp->lnd_effic - (30 + roll0(100));
+ n = lp->lnd_effic - (29 + roll(100));
if (n < 0)
n = 0;
lp->lnd_effic = n;
* how spunky are these guys?
* n: random number from -25:75 + (50 - loyalty)
*/
- n = (50 - sp->sct_loyal) + (roll0(100) - 25);
+ n = (50 - sp->sct_loyal) + (roll(100) - 26);
if (n > 0 && sp->sct_own == sp->sct_oldown) {
che_count = (civ * n / 3000) + 5;
if (che_count * 2 > civ)
* XXX If this was done right, planes could escape,
* flying to a nearby friendly airport.
*/
- n = pp->pln_effic - (30 + roll0(100));
+ n = pp->pln_effic - (29 + roll(100));
if (n < 0)
n = 0;
pp->pln_effic = n;
nreport(sp->sct_own, N_DIE_FAMINE, 0, 1);
}
sp->sct_work = 0;
- sp->sct_loyal += roll0(8) + 2;
+ sp->sct_loyal += roll(8) + 1;
}
sctwork = 0;
} else {
if (sp->sct_work < 100)
- sctwork = sp->sct_work + 8 + roll0(15);
+ sctwork = sp->sct_work + 7 + roll(15);
if (sctwork > 100)
sctwork = 100;
if (!player->simulation)
n = roundavg(etu * 0.125);
if (n == 0)
n = 1;
- n = sp->sct_loyal + roll0(n) + 1;
+ n = sp->sct_loyal + roll(n);
if (n > 127)
n = 127;
sp->sct_loyal = n;
if (sp->sct_loyal > 65 && mil < civ / 20) {
int work_red;
- work_red = sp->sct_loyal - (50 + roll0(15));
+ work_red = sp->sct_loyal - (49 + roll(15));
n = sp->sct_work - work_red;
if (n < 0)
n = 0;
che += che_civ;
if (che < CHE_MAX) {
/* che due to uw unrest */
- n = 10 + roll0(30);
+ n = 9 + roll(30);
che_uw = 5 + (uw * n / 500);
if (che_uw > uw)
che_uw = uw;
/* loyalty drops during recruitment efforts */
n = sp->sct_loyal;
if (n < 30)
- n += roll0(5) + 1;
+ n += roll(5);
else if (n < 70)
- n += roll0(10) + 4;
+ n += roll(10) + 3;
if (n > 127)
n = 127;
sp->sct_loyal = n;
val = roundintby(val, 10);
/* inject a modicum of indeterminism; also
* avoids che preferring certain directions */
- val += roll0(10) - 5;
+ val += roll(10) - 6;
if (val >= min_mil)
continue;
nicest_sp = nsp;
secs = 0;
if (!place_island(c, &x, &y))
return;
- isiz = 1 + roll0(2 * is - 1);
+ isiz = roll(2 * is - 1);
do {
++secs;
find_coast(c);
for (y = 0; y < WORLD_Y; ++y) {
for (x = y % 2; x < WORLD_X; x += 2) {
if (elev[x][y] == -INFINITY)
- elev[x][y] = -roll0((distance_to_land() * 20 + 27)) - 1;
+ elev[x][y] = -roll(distance_to_land() * 20 + 27);
}
}
}